Category: Uncategorized


"Interaction Design For Augmented Reality" In ReadWriteWeb

August 29th, 2009 — 1:43am

Mar­shall Kirk­patrick of Read­WriteWeb links to Inside Out: Inter­ac­tion Design for Aug­mented Real­ity (the lat­est Every­ware col­umn) in two recent sto­ries track­ing the fast-moving aug­mented real­ity space; Aug­mented Real­ity: Five Bari­ers to a Web That’s Every­where and, and Robot­Vi­sion: A Bing-powered iPhone Aug­mented Real­ity Browser

Thanks, Mar­shall!

And as a bonus, Tim O’Reilly tweeted about Marshall’s arti­cle.  I doubt that Tim reads this feed, but it’s always nice to be rec­og­nized, even indirectly.

1 comment » | Uncategorized, User Experience (UX)

Fall Speaking: Janus Boye Conference, EuroIA, BlogTalk

August 25th, 2009 — 3:23am

A quick run­down on my fall speak­ing sched­ule so far.

waffles_logoFirst up is BlogTalk 2009, in Jeju, Korea on Sep­tem­ber 15 and 16. There I’ll be talk­ing about ‘The Archi­tec­ture of Fun’ — shar­ing a new design lan­guage for emo­tion that’s been in use in the game design indus­try for quite a while.  [Dis­clo­sure: While it’s a priv­i­lege to be on the pro­gram with so many inno­v­a­tive and insight­ful social media fig­ures, I’m also really look­ing for­ward to the food in Korea :) ]

Next up is EuroIA in Copen­hagen, Sep­tem­ber 26 and 27.  For the lat­est edi­tion of this largest gath­er­ing of the user expe­ri­ence com­mu­nity in Europe, I’ll reprise my Archi­tec­ture of Fun talk.

euro_ia_2009_logo

Wrap­ping up the sched­ule so far is the Janus Boye con­fer­ence in Aarhus, Novem­ber 3 — 6.  Here  I’m pre­sent­ing a half-day tuto­r­ial titled Design­ing Infor­ma­tion Expe­ri­ences.  This is an exten­sive, detailed tuto­r­ial that any­one work­ing in infor­ma­tion man­age­ment will ben­e­fit from, as it com­bines two of my pas­sions; design­ing for peo­ple, and using frame­works to enhance solu­tion scope and effectiveness.

jboye_com_aarhus09

Here’s the descrip­tion from the offi­cial program:

When design­ing for infor­ma­tion retrieval expe­ri­ences, the cus­tomer must always be right. This tuto­r­ial will give you the tools to uncover user needs and design the con­text for deliv­er­ing infor­ma­tion, whether that be through search, tax­onomies or some­thing entirely different.

What you will learn:
•    A broadly applic­a­ble method for under­stand­ing user needs in diverse infor­ma­tion access con­texts
•    A col­lec­tion of infor­ma­tion retrieval pat­terns rel­e­vant to mul­ti­ple set­tings such as enter­prise search and infor­ma­tion access, ser­vice design, and prod­uct and plat­form management

We will also dis­cuss the impact of orga­ni­za­tional and cul­tural fac­tors on design deci­sions and why it is essen­tial, that you frame busi­ness and tech­nol­ogy chal­lenges in the right way.

The tuto­r­ial builds on lessons learned from a large cus­tomer project focus­ing on trans­form­ing user expe­ri­ence. The scope of this pro­gram included ~25 sep­a­rate web-delivered prod­ucts, a large doc­u­ment repos­i­tory, inte­grated cus­tomer ser­vice and sup­port processes, con­tent man­age­ment, tax­on­omy and ontol­ogy cre­ation, and search and infor­ma­tion retrieval solu­tions. Joe will share the inno­vate meth­ods and sur­pris­ing insight that emerged in the process.

Janus Boye gath­ers lead­ing local and inter­na­tional prac­ti­tion­ers, and is a new event for me, so I’m very much look­ing for­ward to it.

I hope to see some of you at one or more of these gath­er­ings that alto­gether span half the world!

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New Ubicomp Podcast & Everyware Column

April 25th, 2009 — 12:53am

Two quick updates on things hap­pen­ing other places.

First, the lat­est install­ment of Every­ware: Design­ing the Ubiq­ui­tous Expe­ri­ence (my col­umn for UXmat­ters) was pub­lished back in March. It explores the world of Ver­nor Vinge’s story Syn­thetic Serendip­ity from the expe­ri­ence design per­spec­tive. Vinge is justly reknowned as an SF author, but what makes Syn­thetic Serendip­ity worth read­ing closely is the dense col­lec­tion of ideas it shares: aug­mented real­ity, wear­able com­put­ing sys­tems, a network-based co-creation econ­omy open to all par­tic­i­pa­tion by peo­ple of all ages, the games vs. real­ity inver­sion, gen­er­a­tional dif­fer­ences in adap­ta­tion to tech­no­log­i­cal change, etc.

Mostly, I like Syn­thetic Serendip­ity as an entry point into the ubiq­ui­tous com­put­ing space because it presents a pic­ture of the future from the view­point of an ordi­nary kid, who has ordi­nary con­cerns; go to school, play video games, stay out of trou­ble with friends.

In the com­pan­ion piece in draft now, I look much fur­ther ahead, explor­ing sce­nar­ios that con­sider what hap­pens when the bound­aries sep­a­rat­ing humans from the envi­ron­ment blur and dis­solve, and human­ity itself becomes an object of design.

Sec­ond, and related, Jeff Parks just posted the pod­cast of a group dis­cus­sion on ubiq­ui­tous com­put­ing that he orga­nized at the IA Sum­mit in Mem­phis. You’ll hear me along with Jeff, Steve Baty, Will Evans, Matthew Milan, John Tir­mandi, Joe Sokohl, Todd Zaki War­fel as we share exam­ples, ideas, and ques­tions about the inter­sec­tion of user expe­ri­ence and ubiq­ui­tous com­put­ing. Thanks to Jeff for mak­ing this hap­pen — it was a fun ses­sion, and I hope you enjoy lis­ten­ing as much as we enjoyed record­ing it.

Comment » | Everyware, Uncategorized, User Experience (UX)

Dawdlr: Slow Media?

November 29th, 2007 — 8:00pm

In a world that’s mov­ing so fast it’s hard to keep track of when you are, let alone where, there’s a need for expe­ri­ences that move at more relaxed paces. This basic need for delib­er­ately mod­er­ated and human-speed expe­ri­ences bet­ter tuned to the way that peo­ple make and under­stand mean­ing is the ori­gin of the Slow Food move­ment.
Nat­u­rally, there’s room for a vir­tual ana­log of slow food. I’m call­ing this kind of medi­ated expe­ri­ence that flows at a kinder, gen­tler pace “slow media”. Dawdlr, “a global com­mu­nity of friends and strangers answer­ing one sim­ple ques­tion: what are you doing, you know, more gen­er­ally?” is a good exam­ple.
dawdlr_image.jpg
Assem­bled one post­card at a time, Dawdlr exem­pli­fies the col­lec­tive form of Slow Media, one you can con­tribute to by cre­at­ing some con­tent using a stan­dard inter­face and then sub­mit­ting it for pub­li­ca­tion, as long as it car­ried the proper postage. The paper blog — now updated and known as paper­cast — might be a pre­cur­sor.
What are some other exam­ples of Slow Media? Back in Jan­u­ary of 2007, AdBusters asked, “Isn’t it time to slow down?” dur­ing their national slow­down week.
Slow food has a web­site, annual gath­er­ings, pub­li­ca­tions, a man­i­festo, even a mas­cot / icon — the snail of course. What’s next for slow media? Maybe a slow wiki, made up of image-mapped screen shots of chalk­boards with writ­ing?

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